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--- | ||
name: Need a new auto splitter or some new features? | ||
about: Commission some work here! | ||
title: "[Feature request, Commission] for [Game Name]" | ||
labels: '' | ||
assignees: '' | ||
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--- | ||
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For rates and other information, please refer to my commission info [here](././asl#commission-information). | ||
- [ ] I have read and understood these terms. | ||
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--- | ||
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## *Feature Request* | ||
*Context*: | ||
* Game name (as it appears on this repo): | ||
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*Please describe where the need for this feature arises from*: | ||
Ex.: I'm frustrated with..., I want to add a split at..., I would like to track some information to..., Our community has decided... | ||
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*Please elaborate on the exact feature(s) and their expected behavior*: | ||
Good: I want the timer to reset when player health drops to 0..., I want the timer to split when `GameSceneManager.curSceneID` changes from 0 to 1... | ||
Bad: I want the timer to stop when the run is over..., I want the timer to split when finishing a level... | ||
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--- | ||
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## *Auto Splitter Commission* | ||
*Context*: | ||
* Game name: | ||
* Download/store link (+ price if applicable): | ||
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*Features*: | ||
- [ ] Start: Describe an event or events upon which the timer should start. | ||
- [ ] Split: Describe an event or events upon which the timer should split. | ||
- [ ] Reset: Describe an event or events upon which the timer should reset. | ||
- [ ] Load removal / game time synchronization: Explain how your game's in-game time works. If not applicable, please explain when and how loading times should be removed. | ||
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Please remove all unused or unimportant lines from this template. |
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--- | ||
name: An auto splitter needs fixes! | ||
about: Help me help you by providing me with some helpful information. | ||
title: "[GAME NAME] auto splitter does not [start, split, reset, remove loads, sync to game time]" | ||
labels: '' | ||
assignees: '' | ||
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--- | ||
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Please refer to the [common issues](././asl#there-is-an-issue-with-an-auto-splitter-I'm-using-) before creating an issue. | ||
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--- | ||
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## *Describe your Issue* | ||
- [ ] The game has recently received an update | ||
- [ ] The features mentioned in the title do not work | ||
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If there is any especially weird behavior with the timer, please describe what is happening: | ||
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--- | ||
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## *Causes and Fixes* | ||
(*for experienced users only*) | ||
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Do you know the exact cause of the problem? Broken pointers, signatures can't be resolved, level names changed? Please elaborate. | ||
Do you already have a fix? Please pull request this repository with your proposed changes. You will be properly credited. |
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/Phasmophobia |
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state("A Proof of Concept 1.1") | ||
{ | ||
int LevelID : 0x6C2DB8; | ||
// int Time : 0x6C2DE0; | ||
} | ||
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state("Concept - v2.6") | ||
{ | ||
int LevelID : 0x6FFF60; | ||
} | ||
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startup | ||
{ | ||
string[,] _settings = | ||
{ | ||
{ "libSplits", "0 -> 1", "Enter Vault/Museum from Library" }, | ||
{ "libSplits", "0 -> 2", "Enter Main Frame from Library" }, | ||
{ "libSplits", "0 -> 6", "Enter Power Plant from Library" }, | ||
{ "libSplits", "0 -> 8", "Enter Gravitational Management from Library (2.0+)" }, | ||
{ "libSplits", "0 -> 11", "Enter SA * RC from Library (2.0+)" }, | ||
{ "libSplits", "0 -> 7", "Enter Woods from Library" }, | ||
{ "libSplits", "0 -> 4", "Enter Great Door from Library" }, | ||
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{ "libBackSplits", "1 -> 0", "Leave Museum/Vault to Library" }, | ||
{ "libBackSplits", "2 -> 0", "Leave Main Frame to Library" }, | ||
{ "libBackSplits", "5 -> 0", "Leave Back Door level to Library" }, | ||
{ "libBackSplits", "6 -> 0", "Leave Power Plant to Library" }, | ||
{ "libBackSplits", "9 -> 0", "Leave Centrifuge to Library (2.0+)" }, | ||
{ "libBackSplits", "12 -> 0", "Leave Event Horizon to Library (2.0+)" }, | ||
{ "libBackSplits", "14 -> 0", "Leave Continuum to Library (2.0+)" }, | ||
{ "libBackSplits", "7 -> 0", "Leave Woods to Library" }, | ||
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{ "inLevelSplits", "4 -> 3", "Enter Archive from Big Orb Room" }, | ||
{ "inLevelSplits", "mainFrame", "Splits in Main Frame:" }, | ||
{ "mainFrame", "2 -> 3", "Enter second half of Main Frame" }, | ||
{ "mainFrame", "3 -> 4", "Enter Back Door Corridor from Main Frame" }, | ||
{ "mainFrame", "4 -> 5", "Enter Back Door level from Corridor" }, | ||
{ "inLevelSplits", "centrifuge", "Splits in Centrifuge (2.0+):" }, | ||
{ "centrifuge", "8 -> 9", "Enter Centrifuge from Gravitational Management" }, | ||
{ "centrifuge", "9 -> 10", "Enter Warp Machine from Centrifuge" }, | ||
{ "inLevelSplits", "eventHorizon", "Splits in Event Horizon (2.0+):" }, | ||
{ "eventHorizon", "11 -> 12", "Enter Event Horizon from SA * RC" }, | ||
{ "eventHorizon", "11 -> 13", "Enter Professor's lab from SA * RC" }, | ||
{ "eventHorizon", "13 -> 14", "Enter Continuum from lab" } | ||
}; | ||
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settings.Add("libSplits", false, "Split when going into a level:"); | ||
settings.Add("libBackSplits", false, "Split when finishing a level:"); | ||
settings.Add("inLevelSplits", false, "Split within a level:"); | ||
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for (int i = 0; i < _settings.GetLength(0); ++i) | ||
{ | ||
string parent = _settings[i, 0]; | ||
string id = _settings[i, 1]; | ||
string desc = _settings[i, 2]; | ||
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settings.Add(id, false, desc, _settings); | ||
} | ||
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vars.PrevOffset = timer.Run.Offset; | ||
} | ||
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onStart | ||
{ | ||
timer.Run.Offset = vars.PrevOffset; | ||
} | ||
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init | ||
{ | ||
switch (game.ProcessName) | ||
{ | ||
case "A Proof of Concept 1.1": | ||
vars.LevelIDByIndex = new List<int> { 12, 5, 6, 7, 9, 10, 11, 14 }; | ||
break; | ||
case "Concept - v2.6": | ||
vars.LevelIDByIndex = new List<int> | ||
{ | ||
21, // Library | ||
12, // Museum | ||
13, // Main Frame | ||
15, // Main Frame 2 / Archive | ||
17, // Back Door 0.5 / Great Door | ||
18, // Back Door | ||
19, // Power Plant | ||
23, // Woods | ||
14, // Gravitational Management | ||
31, // Centrifuge | ||
4, // Warp Machine | ||
3, // SA * RC | ||
20, // Event Horizon | ||
5, // Professor's lab | ||
10 // Continuum | ||
}; | ||
break; | ||
} | ||
} | ||
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start | ||
{ | ||
if (old.LevelID == current.LevelID) | ||
return; | ||
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switch (game.ProcessName) | ||
{ | ||
case "A Proof of Concept 1.1" : | ||
var start = old.LevelID == 1 && current.LevelID == 4; | ||
break; | ||
case "Concept - v2.6" : | ||
var start = old.LevelID == 2 && current.LevelID == 11; | ||
break; | ||
} | ||
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if (start) | ||
{ | ||
vars.PrevOffset = timer.Run.Offset; | ||
timer.Run.Offset = TimeSpan.FromSeconds(20f / 3f); | ||
return true; | ||
} | ||
} | ||
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split | ||
{ | ||
if (old.LevelID == current.LevelID) | ||
return; | ||
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int oldIndex = vars.LevelIDByIndex.IndexOf(old.LevelID); | ||
int currIndex = vars.LevelIDByIndex.IndexOf(current.LevelID); | ||
return settings[oldIndex + " -> " + currIndex]; | ||
} | ||
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reset | ||
{ | ||
if (old.LevelID == current.LevelID) | ||
return; | ||
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switch (game.ProcessName) | ||
{ | ||
case "A Proof of Concept 1.1" : | ||
return old.LevelID != 0 && old.LevelID != 4 && current.LevelID == 0; | ||
case "Concept - v2.6" : | ||
return current.LevelID == 2; | ||
} | ||
} |
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# Auto Splitter for ***A Proof of Concept*** | ||
## Features | ||
Starts the timer when transitioning from the menu to the intro. | ||
Splits are available in the settings. Does not split when reaching the end. | ||
Resets the timer when returning to the main menu. | ||
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Supports v1.1 (for 7 Cards runs) and v2.0+ (for 10 Cards runs). | ||
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## Resources | ||
*Leaderboards: [speedrun.com/apoc](https://speedrun.com/apoc)* | ||
*Discord: [discord.gg/myGEa5u](https://discord.gg/myGEa5u)* | ||
*Game: [bill-g.itch.io/a-proof-of-concept](https://bill-g.itch.io/a-proof-of-concept) (Free)* |
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